I have been doing lots of reading and some coding on each of the three methods I have most popular to rotate a plane in 3d space.
That is, Euler tracked straight rotation of matrix by those angles. Matrix rotation via the Axis of the model, and also Quaternion.
I found the Quats had the easiest method for rotation over delta time, but I was unable to find a method to track the angles so you could constrain the rotations along a certain axis (such as the Z axis so Roll would only go to a certain amount)
Does anyone know of a good article about this or have first hand experience with these problems?
Thank you for your time...